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by TimPietrusky 4666 days ago
So what do you suggest I should change?

Thanks in advance.

3 comments

Well in CSS you can't do anything about it, that's just how the browser works.

If you'd be doing WebGL you can do some things like using square power of two textures and enabling mipmapping and if available anisotropic filtering.

You can also do things like using signed distance field fonts or draw fonts by rasterizing (in the fragment shader) the bezier curves, which can be made to nicely anti-alias (using standard derivatives).

Is this to say that CSS 3D transformations on text are bound to be aliased [in similar circumstances]? Is there a suggestion to the spec such as a "mipmap hint" that could (one day) be added to reduce this flaw without the need for other technologies?
It's not just 3D transforms, a simple scale down will exhibit aliasing as well.

There's no flag to control aliasing migitating strategies for CSS in the spec, nor is there any discussion about it as far as I know.

We call this a leaky abstraction :)
> draw fonts by rasterizing (in the fragment shader) the bezier curves

So, ideally, browsers would be doing this themselves, after applying the transform to any non-text in the texture, and then compositing with the combined texture?

Could be the speed, content, or something else, but the text at http://fotcorn.github.io/StarRSS/ doesn't seem to shake (as much, anyway) as it fades.
Exhibits exactly the same issue here. Horrible flickering of horizontal lines because those alternate between being a pixel and no pixel wide.
You could make everything oversized, then apply a scale of .25. That will improve the aliasing a bit.

Same for the logo. The scale transform should never exceed 1.0.